Originally Posted by Dannibal
People who know infinitely more about Counterstrike and the inner workings of the Goldsource engine than you or me say CS 1.6 has negative acceleration below around 1.8 sensitivity and that the game was not designed to be played with mice with more than 500 or so DPI.
I know a lot about the source, gold source, and older quake engines, and there is no specific rule about the engine causing negative acceleration at or around "1.8 sensitivity"
The negative acceleration you speak off is actually caused by goldsrc utilizing WM_MOUSEMOVE rather than WM_INPUT. Instead of reading movements directly from the mouse, the game re-centers your cursor based on the number of frames youre able to produce. A higher framer rate will decrease the chances of negative accel, although the problem arises due to CS1.6 being capped at 100 FPS.
Now, you may be able to cause negative acceleration by using a CPI setting of 400 along with 1.8 sensitivity, but you have to also factor in screen resolution, sensor limits, and rate in which you're actually moving your mouse.
Believe it or not, but larger resolutions actually decrease the chances of negative acceleration on the windows/game engine side of things.
Also, the whole thing about the game not being designed to be played with mice over 500 CPI is pure BS. They're either using direct/raw input or they aren't. There are plenty of games that still use WM_MOUSEMOVE to this day. Hell, source was the same until a bunch of us on the Valve/Steam forums pushed for raw input when HPE took over.
(g * fps) / (2 * ((d * w) / 0.0254))
Credit to injx for the formula.
Here's phoon's calculator if any of you need it.
Originally Posted by aroc91
It's hard to be accurate with a low DPI, trust me. I've been figuring that out sniping in BC2 recently. I have an older Dynex optical mouse (nothing fancy) because of the pixel skipping (yes, it occurs, Glymbol. I'm not sure where you're getting the idea that it doesn't). If I'm sniping from a relatively long range, where small reticule movements are required, I sometimes have a hard time pinpointing an enemy's head, as it'll skip over it on occasion.
Bold: You can have the same thing with a high DPI by lowering the in-game sensitivity, without sacrificing precision.
You cant really say that without factoring the screen resolution, fov, and cm or inch/360 you're playing at. You're right to an extent, but it's pretty meaningless to say that it's hard to be accurate with 400 DPI without giving insight on your setup (and even playing style).
Refer to the calculator above.Edited by Skylit - 7/23/11 at 11:05pm